A crash occurs when GetPropertyRef node is executed from a SubTree that is linked within a StateTree, which itself has been linked from a parent StateTree via a Linked Asset ** . The processing con ...
Encountered while attempting to disable all AnimBP assets for nativization as a workaround for [Link Removed]. ...
When editing the module the call to FHlslNiagaraTranslator::HandleDataInterfaceCall has the usage "Module", so it treads the module as if that was its stack context, even though the module's usage b ...
If the user applies a material or texture to the disabled button style option the button will not used the material/texture that was used but will instead use the default grayed out button look. E ...
A level will not save if a Blueprint that uses a Blueprint Component with an Event Dispatcher is placed in it. Reproduced in 4.7.2 binary. Could not test in Main due to [Link Removed] ...
Landscape component edges can become disconnected when using Nanite Tessellation at the edges of weight-blended layers. ...
With 4.15, I can move Foliage to "Sublevel B", but I can not move it with 4.16. It seems to be affected by the update in 4.16 (New: When moving a foliage asset to a new level, you will now be prompt ...
Setting "Keep State" for an animation in sequencer makes the sequence behave differently in Sequencer and in Play Mode. The animations appear to be blending together instead of having normal transit ...
BlueprintGeneratedClass is not based UBleupint. So the following code is failed. bool UActorFactoryBlueprint::PreSpawnActor( UObject* Asset, FTransform& InOutLocation) { UBlueprint* Blueprint = ...